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Tyrion.AI_GuardAttack

Extends
AI_CharacterAction
Modifiers
editinlinenew

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Engine.Tyrion_ActionBase
      |   
      +-- Tyrion.ActionBase
         |   
         +-- Tyrion.AI_RunnableAction
            |   
            +-- Tyrion.AI_Action
               |   
               +-- Tyrion.AI_CharacterAction
                  |   
                  +-- Tyrion.AI_GuardAttack

Variables Summary
intorigPriority
AI_GoalsubGoal
Pawntarget
InternalParameters
VectorengagementAreaCenter
floatengagementAreaRadius
ActorengagementAreaTarget
IFollowFunctionfollowFunction
VectormovementAreaCenter
floatmovementAreaRadius
ActormovementAreaTarget
class<Weapon>preferredWeaponClass
IWeaponSelectionFunctionweaponSelection
Inherited Variables from Tyrion.AI_CharacterAction
DummyHeadGoal, DummyMovementGoal, DummyWeaponGoal, headResourceStorage, movementResourceStorage, pawn, weaponResourceStorage
Inherited Variables from Tyrion.AI_Action
achievingGoal, childGoals, heuristicValue, nsChild, resourceUsage, satisfiesGoal, waitingForGoalsN

Functions Summary
function cleanup ()))
functionfloat selectionHeuristic (AI_Goal goal ))
Inherited Functions from Tyrion.AI_CharacterAction
baseAIcharacter, character, characterResource, classConstruct, cleanup, clearDummyGoals, clearDummyHeadGoal, clearDummyMovementGoal, clearDummyWeaponGoal, findResource, getResourceClass, headResource, initAction, movementResource, rook, useResources, weaponResource
Inherited Functions from Tyrion.AI_Action
fail, getChildReference, getResource, goalAchievedCB, goalNotAchievedCB, initAction, instantFail, instantSucceed, interruptAction, interruptGoalIf, myAddRef, OnSensorMessage, removeAction, removeChildReference, resourceStolenCB, runAction, selectionHeuristic, setChildReference, succeed, waitForAllGoals, waitForAllGoalsConsidered, waitForAllGoalsInList, waitForAnyGoal, waitForGoal, waitForResourcesAvailable

States Summary
Running Source code
state Running


Variables Detail

origPriority Source code

var int origPriority;

subGoal Source code

var AI_Goal subGoal;

target Source code

var Pawn target;

InternalParameters

engagementAreaCenter Source code

var(InternalParameters) editconst Vector engagementAreaCenter;

engagementAreaRadius Source code

var(InternalParameters) float engagementAreaRadius;
Radius of engagement area

engagementAreaTarget Source code

var(InternalParameters) editconst Actor engagementAreaTarget;

followFunction Source code

var(InternalParameters) editconst IFollowFunction followFunction;

movementAreaCenter Source code

var(InternalParameters) editconst Vector movementAreaCenter;

movementAreaRadius Source code

var(InternalParameters) float movementAreaRadius;
Radius of movement area

movementAreaTarget Source code

var(InternalParameters) editconst Actor movementAreaTarget;

preferredWeaponClass Source code

var(InternalParameters) class<Weapon> preferredWeaponClass;
AI will use this weapon if at all possible

weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;


Functions Detail

cleanup Source code

function cleanup ( ) )

selectionHeuristic Source code

static function float selectionHeuristic ( AI_Goal goal ) )


Defaultproperties

defaultproperties
{
	satisfiesGoal = class'AI_GuardAttackGoal'
}

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Creation time: st 23.5.2018 00:10:26.952 - Created with UnCodeX